Rpg maker mv tall sprite generator4/6/2024 ![]() Yes, "star tiles" is being used to mean "tiles marked with a star for their tileset passability setting" here. ![]() Oh, oops, missed the fact that you were wanting to increase the tile size as well. I guess I was thinking you had to tell the engine somewhere hey my tile is now 64圆4 or whatever.Īnyway let's get through my understanding of "star tile" issue first. Like it seems random encounters might only trigger on part of a larger tile and what not. Is that what you guys are roughly saying will happen if i drop in larger tiles?Īs a side note, I cant believe everything else will kind of work, I just assumed things like "activate event on touch" or whatever would be totally wonked out. Now in this case, if I go to designate the x,o,star my new larger tileset is going to be kind of wonky in there and the x,o,star wont neatly place on a tile and prolly won't know what to do at all with the tile or what part its effecting since I am assuming it looks for a 48x48 asset. So for sake of clarity, and now that you've given me more insight, let me eliminate my first scenario of taller sprites, instead I'll just focus on enlarging not only the sprite but also the tiles to match. Secondly, so it seems like the only consideration, besides aesthetics, is designating the tiles to work properly with the x,o and star thingy (that is what you guys mean by star tiles correct?) Or parallax mapping with, for instance, Yanfly's Grid-Free Doodads plugin. Despite these restrictions, it seems to be working quite well for me so far! =)Įdit: one (possibly rather extreme) alternative is simply to have every star tile replaced with the top of a tall character sprite, e.g. Similarly, moving from gateway to non-gateway will immediately render your character on the lower layer, hence the adjacent gateway regions. ![]() When moving to a gateway tile you will immediately be rendered as though on a higher level, so it's best to map so you can't move to a gateway from a non-overpass star tile.
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